Files
OpenRA/OpenRA.Game/Graphics/Sheet.cs
Paul Chote ce09b402d0 Fix definition and use of non-indexed sprite color channels.
Our SpriteFrameType names refer to the byte channel order rather than
the bit order, meaning that SpriteFrameType.BGRA corresponds to the
standard Color.ToArgb() etc byte order when the (little-endian) integer
is read as 4 individual bytes.

The previous code did not account for the fact that non-indexed Png
uses big-endian storage for its RGBA colours, and that SheetBuilder
had the color channels incorrectly swapped to match and cancel this out.

New SpriteFrameType enums are introduced to distinguish between BGRA
(little-endian) and RGBA (big-endian) formats, and also for 24bit data
without alpha. The channel swizzling / alpha creation is now handled
when copying into the texture atlas, removing the need for non-png
ISpriteLoader implementations to allocate an additional temporary array
and reorder the channels during load.
2020-12-25 18:51:25 +01:00

149 lines
3.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.IO;
using OpenRA.FileFormats;
using OpenRA.Primitives;
namespace OpenRA.Graphics
{
public sealed class Sheet : IDisposable
{
bool dirty;
bool releaseBufferOnCommit;
ITexture texture;
byte[] data;
public readonly Size Size;
public readonly SheetType Type;
public byte[] GetData()
{
CreateBuffer();
return data;
}
public bool Buffered { get { return data != null || texture == null; } }
public Sheet(SheetType type, Size size)
{
Type = type;
Size = size;
}
public Sheet(SheetType type, ITexture texture)
{
Type = type;
this.texture = texture;
Size = texture.Size;
}
public Sheet(SheetType type, Stream stream)
{
var png = new Png(stream);
Size = new Size(png.Width, png.Height);
data = new byte[4 * Size.Width * Size.Height];
Util.FastCopyIntoSprite(new Sprite(this, new Rectangle(0, 0, png.Width, png.Height), TextureChannel.Red), png);
Type = type;
ReleaseBuffer();
}
public ITexture GetTexture()
{
if (texture == null)
{
texture = Game.Renderer.Context.CreateTexture();
dirty = true;
}
if (data != null && dirty)
{
texture.SetData(data, Size.Width, Size.Height);
dirty = false;
if (releaseBufferOnCommit)
data = null;
}
return texture;
}
public Png AsPng()
{
if (Type == SheetType.Indexed)
throw new InvalidOperationException("AsPng() cannot be called on Indexed sheets.");
return new Png(GetData(), SpriteFrameType.BGRA, Size.Width, Size.Height);
}
public Png AsPng(TextureChannel channel, IPalette pal)
{
if (Type != SheetType.Indexed)
throw new InvalidOperationException("AsPng(TextureChannel, IPalette) can only be called on Indexed sheets.");
var d = GetData();
var plane = new byte[Size.Width * Size.Height];
var dataStride = 4 * Size.Width;
var channelOffset = (int)channel;
for (var y = 0; y < Size.Height; y++)
for (var x = 0; x < Size.Width; x++)
plane[y * Size.Width + x] = d[y * dataStride + channelOffset + 4 * x];
var palColors = new Color[Palette.Size];
for (var i = 0; i < Palette.Size; i++)
palColors[i] = pal.GetColor(i);
return new Png(plane, SpriteFrameType.BGRA, Size.Width, Size.Height, palColors);
}
public void CreateBuffer()
{
if (data != null)
return;
if (texture == null)
data = new byte[4 * Size.Width * Size.Height];
else
data = texture.GetData();
releaseBufferOnCommit = false;
}
public void CommitBufferedData()
{
if (!Buffered)
throw new InvalidOperationException(
"This sheet is unbuffered. You cannot call CommitBufferedData on an unbuffered sheet. " +
"If you need to completely replace the texture data you should set data into the texture directly. " +
"If you need to make only small changes to the texture data consider creating a buffered sheet instead.");
dirty = true;
}
public void ReleaseBuffer()
{
if (!Buffered)
return;
dirty = true;
releaseBufferOnCommit = true;
// Commit data from the buffer to the texture, allowing the buffer to be released and reclaimed by GC.
if (Game.Renderer != null)
GetTexture();
}
public void Dispose()
{
texture?.Dispose();
}
}
}